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Messages - Zonkie

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1
Mega Tokyo AGI Archive / Re:so... wha?
« on: October 02, 2003, 10:32:12 AM »
The NixelSoft projects are still on a big hold. I now go to school in Norway which makes communication with my friend a bit difficult... I only find little time to actually work on the games, I hope we can continue to work on the games sometime soon, but at the moment I'm very busy here. That's also why I haven't been around for a while. But I haven't forgotten about AGI yet and our projects (Holden's Quest, Freddie) will be finished... eventually  ;) ...
Actually, reading all these posts has got me really motivated to start programming again... but it'll be a while before we have anything new  :) .

Until then,
Zonkie

2
Hi Joey,
I think I wouldn't go for a terrorist thing. I also wouldn't go for killing the pilot with a knife. I don't like the idea of having to kill people in an adventure game that is situated in modern times and clearly isn't set in some fantasy world or another time, but that is just me. There's lots of ways to make the plane crash in other ways, for example that the pilot falls asleep or he forgets to turn his cellphone off ;) . You could still use the knife, for example to cut some cables or to short-circuit the plane so the doors open or so.
As a story, that could be like this: You get on the plane, some person says "look, I can steer the plane with my mobile", the plane starts to crash, you have to use your knife to cut open your seatbelt and you and the stewardess are the first to grab (the only) two parachutes and to escape.

Hope this helped.
Zonkie

3
Mega Tokyo AGI Archive / Re:AGI problem with XP
« on: July 20, 2003, 02:23:56 PM »
You need to compile it, not save it. Saving it only saves it to the text file in the src directory.

That took me about a week to figure out when I started with AGI ...  ::)

4
Mega Tokyo AGI Archive / Re:AGI Problem with XP?
« on: July 16, 2003, 06:02:14 PM »
I've had the same problem as well. Just copy the template game into the folder and then open the template game and start changing that.

5
Mega Tokyo AGI Archive / Re:Battle Wounds
« on: May 01, 2003, 02:34:36 PM »
That sounds like a really promising game! I like the idea of making it an RPG and with learning new things along the way. One remark about the story: It sounds good so far, but I don't know how believable it is if the master is still fighting in this big competition. It depends on how you describe the character in the game, but this way it seems a little odd to me - but that may just me being to un-imaginative  ;). An alternative suggestion would be to make it something like the master is giving his last fight before retirement or so (more symbolically) and is killed by the greatest opponent of the main character (because he knew the master was one of the best trainers).

Otherwise that sounds really great, I can't wait to see more of this  :D.

6
Mega Tokyo AGI Archive / Re:Need for better SND-converter!
« on: April 24, 2003, 09:07:27 AM »
I think it is the easiest to make a song in some windows program, export it as a midi file, and then convert it. Would it be possible to kind of put the converters together as a windows program and maybe make it a mod for programs like Capella or Finale NotePad so that there is a function "export to AGI" or so? I think making the converters into a single win program, so that you can convert straight from midi to snd, would already be a great advance.

7
Mega Tokyo AGI Archive / Re:Problems With Picedit!!!
« on: April 18, 2003, 04:28:36 PM »
No problem  :). But I guess with more than 93 pictures already, one bigger one won't matter too much  ;). Good luck still for the game (really looking forward to it :) )

8
Mega Tokyo AGI Archive / Re:Problems With Picedit!!!
« on: April 18, 2003, 03:21:04 PM »
I'm not sure whether you have to convert it to anything at all really, Vector might do that for you. Maybe this will help: http://www.mega-tokyo.com/forum/index.php?board=4;action=display;threadid=1878;start=0. It is a tutorial about how to draw pictures in paint, but it covers the palette and resolution things as well. Hope I helped a bit more this time  ;).

9
Mega Tokyo AGI Archive / Re:Problems With Picedit!!!
« on: April 18, 2003, 06:04:17 AM »
I have had that problem a couple of times. I don't know exactly how I solved it, though, because I did several things. Which OS are you running PicEdit on? I remember encountering problems when using Win 2000. I think to solve it I checked that the PicEdit Files weren't accidentally read-only, and then I saved it to a floppy disk. I then changed back to windows with Alt-Tab, and checked if it saved on the disk. That way I tried a few things until it eventually worked. If all that doesn't work, copy an existing picture in the same directory and overwrite it with the new. That works most of the times I think.
Sorry I can't be more specific than that. Hope it helped, though.

Zonkie

10
I guess there are some people in Germany that know about AGI, but I know only very few people here who actually program or design games in AGI... maybe two or three  :-\ .

11
Mega Tokyo AGI Archive / Re:Have you seen this AGI site before?
« on: March 12, 2003, 10:56:37 AM »
Hi everybody,
yepp, that's the NixelSoft site. A classmate and me are the two "programmers" of this "company"   ;D.  That's basically all the people that are in the "company"... If you want to know why it is called NixelSoft, it explains it on the site   ;D  ;).

About the games: There is little progress at the moment, we are still trying to get a demo of Freddy I out... even less progress on Holden's Quest and Lunch Quest...  :-\

The NixelSoft page finally found its fame...  ;)

12
Mega Tokyo AGI Archive / Re:games in dev
« on: March 10, 2003, 01:15:02 PM »
NixelSoft is currently working on three projects:
+ Freddy I which is the most progressing one (a demo should have been out a few months ago, but we're getting there...  ::))
+ Holden's Quest, which is based on the story of "The Catcher in the Rye" by J. D. Salinger
+ a small game called Lunch Quest.

Unfortunately there is only little progress at the moment, the current status can be seen [spam] on our great webpage or at the Forum  [/spam] ;D.

13
Which version of AGI Studio are you running? If you're running an older version, try downloading the newest one, or if you are running a newer one, try the last release by Peter Kelly.

14
Well, we are still working on our first AGI try called Freddy I... we are recently redrawing some of the graphics because they were really bad in the beginning, by the time we are finished we will probably think those graphics are really bad and redraw them again... That's the problems when projects don't get finished quickly  ::)

15
Mega Tokyo AGI Archive / Re:When did you first hear about AGI?
« on: March 01, 2003, 11:50:48 AM »
Together with a friend, I had done game programming for a while... at first it was supposed to be in HTML, when that didn't work out we started using JavaScript. We knew the story all along. Then at some point we found out about AGI and started to work on an AGI version of the JavaScript game (which was never completely finished). I guess that was about 1 1/2 years ago. The game is still in progress and moving on slowly, but steadily...  ;)

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